Ryubing/src/Ryujinx.Graphics.GAL/Multithreading/Commands/ClearRenderTargetDepthStencilCommand.cs
TSRBerry 7c989f88bd
[Ryujinx.Graphics.GAL] Address dotnet-format issues (#5366)
* dotnet format style --severity info

Some changes were manually reverted.

* dotnet format analyzers --serverity info

Some changes have been minimally adapted.

* Restore a few unused methods and variables

* Silence dotnet format IDE0052 warnings

* Address dotnet format CA1816 warnings

* Address or silence dotnet format CA1069 warnings

* Address remaining dotnet format analyzer warnings

* Address review comments

* Address most dotnet format whitespace warnings

* Apply dotnet format whitespace formatting

A few of them have been manually reverted and the corresponding warning was silenced

* Revert formatting changes for while and for-loops

* Another rebase, another dotnet format run

* Run dotnet format whitespace after rebase

* Run dotnet format style after rebase

* Run dotnet format analyzers after rebase

* Run dotnet format after rebase and remove unused usings

- analyzers
- style
- whitespace

* Disable 'prefer switch expression' rule

* Add comments to disabled warnings

* Simplify properties and array initialization, Use const when possible, Remove trailing commas

* Start working on disabled warnings

* Address IDE0251 warnings

* Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas"

This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e.

* dotnet format whitespace after rebase

* First dotnet format pass

* Address review feedback

* Add trailing commas

* Remove SuppressMessage for IDE0066

* Make explicit Equals implementation implicit
2023-06-28 20:20:10 +02:00

29 lines
1.1 KiB
C#

namespace Ryujinx.Graphics.GAL.Multithreading.Commands
{
struct ClearRenderTargetDepthStencilCommand : IGALCommand, IGALCommand<ClearRenderTargetDepthStencilCommand>
{
public readonly CommandType CommandType => CommandType.ClearRenderTargetDepthStencil;
private int _layer;
private int _layerCount;
private float _depthValue;
private bool _depthMask;
private int _stencilValue;
private int _stencilMask;
public void Set(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask)
{
_layer = layer;
_layerCount = layerCount;
_depthValue = depthValue;
_depthMask = depthMask;
_stencilValue = stencilValue;
_stencilMask = stencilMask;
}
public static void Run(ref ClearRenderTargetDepthStencilCommand command, ThreadedRenderer threaded, IRenderer renderer)
{
renderer.Pipeline.ClearRenderTargetDepthStencil(command._layer, command._layerCount, command._depthValue, command._depthMask, command._stencilValue, command._stencilMask);
}
}
}